Searched refs:mCurrentTexture (Results 1 – 2 of 2) sorted by relevance
169 mCurrentTexture(BufferQueue::INVALID_BUFFER_SLOT), in GLConsumer()197 mCurrentTexture(BufferQueue::INVALID_BUFFER_SLOT), in GLConsumer()291 int buf = mCurrentTexture; in releaseTexImage()319 mCurrentTexture = BufferQueue::INVALID_BUFFER_SLOT; in releaseTexImage()438 if (slot != mCurrentTexture) { in updateAndReleaseLocked()452 mCurrentTexture, mCurrentTextureImage != NULL ? in updateAndReleaseLocked()462 if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) { in updateAndReleaseLocked()465 mCurrentTexture, mCurrentTextureImage->graphicBuffer(), in updateAndReleaseLocked()466 mEglDisplay, mEglSlots[mCurrentTexture].mEglFence); in updateAndReleaseLocked()474 pendingRelease->currentTexture = mCurrentTexture; in updateAndReleaseLocked()[all …]
483 int mCurrentTexture; variable